/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2006 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup shdnodes
 */

#include "node_shader_util.h"

/* **************** Hue Saturation ******************** */
static bNodeSocketTemplate sh_node_hue_sat_in[] = {
    {SOCK_FLOAT, 1, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
    {SOCK_FLOAT, 1, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
    {SOCK_FLOAT, 1, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
    {SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
    {-1, 0, ""},
};
static bNodeSocketTemplate sh_node_hue_sat_out[] = {
    {SOCK_RGBA, 0, N_("Color")},
    {-1, 0, ""},
};

/* note: it would be possible to use CMP version for both nodes */
static void do_hue_sat_fac(
    bNode *UNUSED(node), float *out, float hue, float sat, float val, const float in[4], float fac)
{
  if (fac != 0.0f && (hue != 0.5f || sat != 1.0f || val != 1.0f)) {
    float col[3], hsv[3], mfac = 1.0f - fac;

    rgb_to_hsv(in[0], in[1], in[2], hsv, hsv + 1, hsv + 2);
    hsv[0] = fmodf(hsv[0] + hue + 0.5f, 1.0f);
    hsv[1] = clamp_f(hsv[1] * sat, 0.0f, 1.0f);
    hsv[2] *= val;
    hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col + 1, col + 2);

    out[0] = mfac * in[0] + fac * col[0];
    out[1] = mfac * in[1] + fac * col[1];
    out[2] = mfac * in[2] + fac * col[2];
  }
  else {
    copy_v4_v4(out, in);
  }
}

static void node_shader_exec_hue_sat(void *UNUSED(data),
                                     int UNUSED(thread),
                                     bNode *node,
                                     bNodeExecData *UNUSED(execdata),
                                     bNodeStack **in,
                                     bNodeStack **out)
{
  float hue, sat, val, fac;
  float col[4];
  nodestack_get_vec(&hue, SOCK_FLOAT, in[0]);
  nodestack_get_vec(&sat, SOCK_FLOAT, in[1]);
  nodestack_get_vec(&val, SOCK_FLOAT, in[2]);
  nodestack_get_vec(&fac, SOCK_FLOAT, in[3]);
  nodestack_get_vec(col, SOCK_RGBA, in[4]);
  do_hue_sat_fac(node, out[0]->vec, hue, sat, val, col, fac);
}

static int gpu_shader_hue_sat(GPUMaterial *mat,
                              bNode *node,
                              bNodeExecData *UNUSED(execdata),
                              GPUNodeStack *in,
                              GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "hue_sat", in, out);
}

void register_node_type_sh_hue_sat(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, 0);
  node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
  node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
  node_type_exec(&ntype, NULL, NULL, node_shader_exec_hue_sat);
  node_type_gpu(&ntype, gpu_shader_hue_sat);

  nodeRegisterType(&ntype);
}
